Friday, April 7, 2017

Tutorial Rewrite and Event-Composition

As expected, we are diving into content-production over here in the writer-tub.

Super-interesting shot of supposedly the bottom of the writer-tub. (Unconfirmed)

It's been a delicious distraction getting my hands on the comics tool, pushing and pulling my art and programming family-members/colleagues to give me what I want! Of course, it's all in service to steadying production and providing an unbumpy work-surface on which to write, so I only feel mildly guilty.

<spicily guilty joke>

Because of how visually rich our new format is, and the character-focus it affords us, I find myself writing a lot of dialogue, with very spare moments of exposition. Score!

Pictured: Classic Tim.

In all seriousness, though, it will be an intuitive act, and perhaps a pleasant exercise to massage and mold that balance to achieve purposeful effects and emotions. Certainly there is a time for drawn-back descriptive passages that illuminate atmosphere. The difference now is that that kind of thing can bloom where it finds space to bloom, rather than be forced into each potted event by scene-setting necessity.

The first section we're overhauling, and installing new content in, is the tutorial. The tutorial refers to the first fifteen or so minutes of the game at this point. It will become an optional section in the future, and might contain some lightweight instruction if that feels helpful/necessary.

Thanks to the hard work of Annie and Nate, this has been a quick and lively process, and it's nearing a temporary completion-point (until we inevitably need to rework/rewrite it, down the road). We've got four unique game-initialization events, and follow-up events mostly written, about up to the point where we will take the training wheels off and have the player pursue the main game features (chapters, keystones, blah blah blah, we'll discuss this later).

The point is, we're alive!

 
And that's just wonderful. Thanks, world.

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